Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos
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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos

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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos. ...

Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos.

Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles.

PROGRAMA DETALLADO

•Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG)

• Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, )
•El proyecto Castles
•El juego World War II: TCG
•Gameplay (cómo hacer la experiencia del juego “apasionante”)
•Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación

Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es

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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos Presentation Transcript

  • Game Design, Gameplay and Scrum for professional video game projects Christian Gascons Frozenshard Games
  • FrozenShard ●  Deep Marketing research ●  Company founding ●  The founders ●  Project Castles vs World War II: TCG 2
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 3
  • The resources ●  Team size ●  Funding ●  Tools 4
  • Team size Small / Large team? Doesn’t matter 5
  • Funds ›  Crowdfunding ›  Kickstarter ›  Indiegogo ›  Outsource ›  Art ›  Backend services 6
  • Tools…tools everywhere! And much more…. 7
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 8
  • The idea I ●  Find a motivation ●  Find team strengths and reinforce weaknesses ●  Think what to do before doing it ●  Don’t make a simple idea into a complex one ●  Empower motivations (prototype/video of your game?) 9
  • The idea II ●  Find innovative products (people gets bored of the same game) ●  What makes your game original? NOTHING 10
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 11
  • Roadmap ●  Organization & Planification ●  Divide tasks efficiently & focus! ●  Create (realistic!) short/long term plannings ●  Progress Global view 12
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 13
  • Pre-launch ●  Q&A: Test the game before shipping it, players are not testers! ●  Start the marketing before the launch, let the world know you are there ●  Clear, readable description & keywords for your game 14
  • Pre-launch ●  Promote the game o  Empower the virality of the game o  Spread the word (youtube, twitter, press releases) 15
  • Pre-launch ●  Play your game ●  Bad times, high spirit 16
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 17
  • Post-launch I 18 ●  Fix your bugs ●  Unmaintained games don’t last much ●  Update the game (new content)
  • Post-launch II 19 ●  Player retention (daily rewards, etc…) ●  DAU / MAU
  • Post-launch III 20 ●  Add tracking & study your metrics (GA, Flurry, etc…) ●  Funnels
  • Post-launch IV 21 ›  Example case: ›  WWII: TCG Tutorial
  • Post-launch V 22 ●  Soft-launch the game
  • Post-launch VI 23 ●  Keep forums healthy ●  Yes, we CARE
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 24
  • Marketing ●  Save a budget for the marketing ●  Player acquisition ●  Visibility ●  Virality (Social features) 25
  • What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 26
  • Project Castles 27
  • Game Briefing ●  Genre: Medieval / fantasy ●  Online ARTS ●  Engine: Unreal Engine 3 ●  Prototype Development time: 3 months. ●  Platforms: PC 28
  • Prototype 29
  • 30
  • World War II: TCG 31
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 32
  • Briefing ›  Digital TCG ›  Current Platforms: iOS (iPad, iPhone) ›  Future Platforms: Android, Facebook, Kongregate & Steam ›  Develop time: 14 months. ›  Dev. team size: #3 33
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 34
  • Idea Conception ›  We like TCG’s ›  Not so many competitors ›  Existing competitors make too much $ ›  Professional Game quality 35
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 36
  • Documentation ›  Helps understanding the game ›  Documented features == happy coders J ›  Prevents communication lack & misunderstandings 37
  • Documentation ●  Mockups, mockups and more mockups 38
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 39
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 40
  • Simplicity I 41
  • Simplicity II 42
  • Simplicity III 43
  • Simplicity IV 44
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 45
  • Resource System 46
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 47
  • Playing and upgrading cards 48
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 49
  • Abilities 50
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 51
  • Double lane & No graveyard 52
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 53
  • Game Modes 54
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 55
  • Card types 56
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 57
  • Social 58
  • Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 59
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 60
  • Monetization ›  F2P but not P2W ›  Remove “payed” features giving advantages to a player in game. ›  Revenues from non-advantageous content. 61
  • Monetization 62
  • Monetization 63
  • Monetization ›  On F2P games ›  Speed leveling up stuff / access to new features. ›  Access the full game ›  Remove ads? ›  As long as you don’t disturb the balance… 64
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 65
  • UI ›  Intuitive ›  Informative ›  Usable ›  Beautiful 66
  • UI II Good Bad 67 Fallout UI Oblivion UI
  • WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 68
  • Session Stop I 69 Energy Losing units
  • Session Stop II 70 ›  We uses lives system. ›  Empowers virality ›  Sometimes gives revenue
  • Give me more! 71
  • 72
  • World War II: TCG 10’ Gameplay Demo & Break 73
  • Gameplay Basic mechanics 74
  • Gameplay I 75 ›  Avoid patterns
  • Gameplay II 76 ›  Games are puzzles ›  When you play a game you will only play it until you master the pattern ›  Once mastered, the game becomes boring
  • Gameplay III ›  Players will play your game until it gets boring ›  Enjoy while learning to play, no more boring tutorials ›  Easy to learn, hard to master 77
  • Gameplay IV 78 ›  Players seeking to advance in a game will always try to optimize what they’re doing
  • Gameplay V 79 ›  Make plans for the mastered players (online / multiplayer)
  • Gameplay VI 80 ›  User generated content? (Draw something, Where’s my water, etc…)
  • Game timelapse I 81
  • Game timelapse II 82
  • Game timelapse III 83
  • Game timelapse IV 84
  • Make a fun game! ›  Demo / Tutorial (Show some of what they’ll get) 85
  • Make a fun game! L 86
  • Make a fun game! J 87
  • How to add meaning to your game? ›  The secret is in the little details.. ›  Recommended video: “The art of ScreenShake – Ja Willem Nijman (from Vlambeer) 88
  • How to add meaning to your game? “The art of Screenshake” · Vlambeer’s Ja Willem Nijman’s Gameplay Demo 89
  • How to add meaning to your game? ›  Build awesome First user experience ›  Bigger bullets, fire rate… ›  Screen Shake ›  Camera kick, camera LERP ›  Corpses & shells permanence ›  Gun kicking ›  Smoke effects, slow-motion ›  Make it a challenge 90
  • Agile methodologies Scrum 91
  • Agile methodologies 92 Design Build Test Release
  • Why agile? ›  It has been proved: “It Works” ›  Rapid delivery ›  Reduces overall risk ›  It’s a must for videogame development Iterative planning + feedback loops Easy adaptability to changing requirements 93
  • What’s interesting Scrum ›  2-4 weeks iterations ›  Changes in Sprints not allowed ›  Priority depends on the Product Owner XP (Extreme Progr.) ›  1-2 weeks iterations ›  Changes in Sprints allowed ›  Work in strict priority order 94
  • What is Scrum? 95 ›  Simplicity ›  Flexibility ›  Adaptability ›  Small Teams
  • Main Roles ›  Product Owner (PO) ›  Represents the client ›  Manages Dev.team & backlog ›  Scrum Master (SM) ›  Removes impediments ›  Dev. Team ›  Stakeholders 96
  • 97 Product Backlog Feature Feature Feature Sprint Backlog Commu nication Stakeholder Dev. TeamPO Output Feature Requests Never-ending Process
  • Product Backlog Example Backlog Item Priority (1-10) Historical Missions 2 Trading cards with people 8 Restoring purchases 9 Double-tap returns to level 1 Keep track of purchases 10 98
  • Product Backlog Example 99 Track purchases Restore purchases Trading cards system Historical Missions Double Tap
  • Backlog priority pyramid Sprint Release Future Features 100
  • Backlog real-life example 101
  • Sprint (or Iteration) 102 ›  Daily ›  10-15’ ›  Standing! 1.  What did you do 2.  What will you do 3.  Any impediments?
  • Is applicable if… ›  You are able to fill a Product backlog ›  You have a team ›  You have a Product Owner (PO) ›  You have a Scrum Master (SM) (can be anyone) 103
  • Scrum graphically 104 Agile Product Ownership in a Nutshell – Henrik Kniberg
  • Agile Product Ownership in a nutshell A video by Henrik Kniberg 105
  • 106
  • Summarizing… ›  Iterations (never-ending development process) ›  Adaptability to changes ›  Establish Roles ›  Daily Meetings ›  Documentation (Product Backlog, sprint backlog) ›  Rapid deliveries ›  Communication 107
  • Game Over. Thank you for listening! Questions? cgascons@frozenshard.com cgascons 108